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authorDave Parks <davep@lindenlab.com>2011-07-27 01:04:53 -0500
committerDave Parks <davep@lindenlab.com>2011-07-27 01:04:53 -0500
commite16eb4ae4a73125bc4e74fc667aa99110ac77c29 (patch)
tree14d873901a0027297271fc12194575eb8bdc61a2
parente7474eb48d3f5627a781cc25c96d721aa08b9629 (diff)
SH-1990 Fix for redundantly applying some color scaling to sky and water (also add some snazzy specular bloom from the sun)
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl93
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightMSF.glsl28
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl59
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl60
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl113
5 files changed, 157 insertions, 196 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index 60082f40d6..d327216a0c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -270,72 +270,41 @@ void main()
vec4 diffuse = texture2DRect(diffuseRect, tc);
vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
- calcAtmospherics(pos.xyz, 1.0);
+ vec3 col;
+ float bloom = 0.0;
+ if (diffuse.a < 0.9)
+ {
+ calcAtmospherics(pos.xyz, 1.0);
+
+ col = atmosAmbient(vec3(0));
+ col += atmosAffectDirectionalLight(max(min(da, 1.0), diffuse.a));
- vec3 col = atmosAmbient(vec3(0));
- col += atmosAffectDirectionalLight(max(min(da, 1.0), diffuse.a));
+ col *= diffuse.rgb;
- col *= diffuse.rgb;
+ if (spec.a > 0.0) // specular reflection
+ {
+ // the old infinite-sky shiny reflection
+ //
+ vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
+ float sa = dot(refnormpersp, vary_light.xyz);
+ vec3 dumbshiny = vary_SunlitColor*texture2D(lightFunc, vec2(sa, spec.a)).a;
+
+ // add the two types of shiny together
+ vec3 spec_contrib = dumbshiny * spec.rgb;
+ bloom = dot(spec_contrib, spec_contrib);
+ col += spec_contrib;
+ }
- if (spec.a > 0.0) // specular reflection
+ col = atmosLighting(col);
+ col = scaleSoftClip(col);
+
+ col = mix(col.rgb, diffuse.rgb, diffuse.a);
+ }
+ else
{
- // the old infinite-sky shiny reflection
- //
- vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
- float sa = dot(refnormpersp, vary_light.xyz);
- vec3 dumbshiny = vary_SunlitColor*texture2D(lightFunc, vec2(sa, spec.a)).a;
-
- /*
- // screen-space cheap fakey reflection map
- //
- vec3 refnorm = normalize(reflect(vec3(0,0,-1), norm.xyz));
- depth -= 0.5; // unbias depth
- // first figure out where we'll make our 2D guess from
- vec2 ref2d = (0.25 * screen_res.y) * (refnorm.xy) * abs(refnorm.z) / depth;
- // Offset the guess source a little according to a trivial
- // checkerboard dither function and spec.a.
- // This is meant to be similar to sampling a blurred version
- // of the diffuse map. LOD would be better in that regard.
- // The goal of the blur is to soften reflections in surfaces
- // with low shinyness, and also to disguise our lameness.
- float checkerboard = floor(mod(tc.x+tc.y, 2.0)); // 0.0, 1.0
- float checkoffset = (3.0 + (7.0*(1.0-spec.a)))*(checkerboard-0.5);
- ref2d += vec2(checkoffset, checkoffset);
- ref2d += tc.xy; // use as offset from destination
- // Get attributes from the 2D guess point.
- // We average two samples of diffuse (not of anything else) per
- // pixel to try to reduce aliasing some more.
- vec3 refcol = 0.5 * (texture2DRect(diffuseRect, ref2d + vec2(0.0, -checkoffset)).rgb +
- texture2DRect(diffuseRect, ref2d + vec2(-checkoffset, 0.0)).rgb);
- float refdepth = texture2DRect(depthMap, ref2d).a;
- vec3 refpos = getPosition_d(ref2d, refdepth).xyz;
- vec3 refn = texture2DRect(normalMap, ref2d).rgb;
- refn = normalize(vec3((refn.xy-0.5)*2.0,refn.z)); // unpack norm
- // figure out how appropriate our guess actually was
- float refapprop = max(0.0, dot(-refnorm, normalize(pos - refpos)));
- // darken reflections from points which face away from the reflected ray - our guess was a back-face
- //refapprop *= step(dot(refnorm, refn), 0.0);
- refapprop = min(refapprop, max(0.0, -dot(refnorm, refn))); // more conservative variant
- // get appropriate light strength for guess-point.
- // reflect light direction to increase the illusion that
- // these are reflections.
- vec3 reflight = reflect(lightnorm.xyz, norm.xyz);
- float reflit = max(dot(refn, reflight.xyz), 0.0);
- // apply sun color to guess-point, dampen according to inappropriateness of guess
- float refmod = min(refapprop, reflit);
- vec3 refprod = vary_SunlitColor * refcol.rgb * refmod;
- vec3 ssshiny = (refprod * spec.a);
- ssshiny *= 0.3; // dampen it even more
- */
- vec3 ssshiny = vec3(0,0,0);
-
- // add the two types of shiny together
- col += (ssshiny + dumbshiny) * spec.rgb;
+ col = diffuse.rgb;
}
-
- col = atmosLighting(col);
- col = scaleSoftClip(col);
-
+
gl_FragColor.rgb = col;
- gl_FragColor.a = 0.0;
+ gl_FragColor.a = bloom;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightMSF.glsl
index 9dfacfb520..2cce43e2bf 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightMSF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightMSF.glsl
@@ -266,7 +266,7 @@ void main()
vec2 tc = vary_fragcoord.xy;
ivec2 itc = ivec2(tc);
- vec3 fcol = vec3(0,0,0);
+ vec4 fcol = vec4(0,0,0,0);
for (int i = 0; i < samples; ++i)
{
@@ -280,17 +280,16 @@ void main()
float da = max(dot(norm.xyz, vary_light.xyz), 0.0);
vec4 diffuse = texelFetch(diffuseRect, itc, i);
- if (diffuse.a >= 1.0)
- {
- fcol += diffuse.rgb;
- }
- else
+ vec3 col;
+ float bloom = 0.0;
+
+ if (diffuse.a < 0.9)
{
vec4 spec = texelFetch(specularRect, itc, i);
calcAtmospherics(pos.xyz, 1.0);
- vec3 col = atmosAmbient(vec3(0));
+ col = atmosAmbient(vec3(0));
col += atmosAffectDirectionalLight(max(min(da, 1.0), diffuse.a));
col *= diffuse.rgb;
@@ -304,15 +303,22 @@ void main()
vec3 dumbshiny = vary_SunlitColor*texture2D(lightFunc, vec2(sa, spec.a)).a;
// add the two types of shiny together
- col += dumbshiny * spec.rgb;
+ vec3 spec_contrib = dumbshiny * spec.rgb;
+ bloom = dot(spec_contrib, spec_contrib);
+ col += spec_contrib;
}
col = atmosLighting(col);
col = scaleSoftClip(col);
- fcol += col;
+ col = mix(col, diffuse.rgb, diffuse.a);
}
+ else
+ {
+ col = diffuse.rgb;
+ }
+
+ fcol += vec4(col, bloom);
}
- gl_FragColor.rgb = fcol.rgb/samples;
- gl_FragColor.a = 0.0;
+ gl_FragColor = fcol/samples;
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index 66a1a8515f..f0c9b01671 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -267,34 +267,49 @@ void main()
float da = max(dot(norm.xyz, vary_light.xyz), 0.0);
vec4 diffuse = texture2DRect(diffuseRect, tc);
- vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
-
- vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg;
- float scol = max(scol_ambocc.r, diffuse.a);
- float ambocc = scol_ambocc.g;
+
+ vec3 col;
+ float bloom = 0.0;
+
+ if (diffuse.a < 0.9)
+ {
+ vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
+
+ vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg;
+ float scol = max(scol_ambocc.r, diffuse.a);
+ float ambocc = scol_ambocc.g;
- calcAtmospherics(pos.xyz, ambocc);
+ calcAtmospherics(pos.xyz, ambocc);
- vec3 col = atmosAmbient(vec3(0));
- col += atmosAffectDirectionalLight(max(min(da, scol), diffuse.a));
+ col = atmosAmbient(vec3(0));
+ col += atmosAffectDirectionalLight(max(min(da, scol), diffuse.a));
- col *= diffuse.rgb;
+ col *= diffuse.rgb;
- if (spec.a > 0.0) // specular reflection
+ if (spec.a > 0.0) // specular reflection
+ {
+ // the old infinite-sky shiny reflection
+ //
+ vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
+ float sa = dot(refnormpersp, vary_light.xyz);
+ vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).a;
+
+ // add the two types of shiny together
+ vec3 spec_contrib = dumbshiny * spec.rgb;
+ bloom = dot(spec_contrib, spec_contrib);
+ col += spec_contrib;
+ }
+
+ col = atmosLighting(col);
+ col = scaleSoftClip(col);
+
+ col = mix(col, diffuse.rgb, diffuse.a);
+ }
+ else
{
- // the old infinite-sky shiny reflection
- //
- vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
- float sa = dot(refnormpersp, vary_light.xyz);
- vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).a;
-
- // add the two types of shiny together
- col += dumbshiny * spec.rgb;
+ col = diffuse.rgb;
}
-
- col = atmosLighting(col);
- col = scaleSoftClip(col);
gl_FragColor.rgb = col;
- gl_FragColor.a = 0.0;
+ gl_FragColor.a = bloom;
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl
index 0bae10ca7d..3b572320c3 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl
@@ -255,7 +255,7 @@ void main()
vec2 tc = vary_fragcoord.xy;
ivec2 itc = ivec2(tc);
- vec3 fcol = vec3(0,0,0);
+ vec4 fcol = vec4(0,0,0,0);
vec2 scol_ambocc = texture2DRect(lightMap, tc).rg;
float ambocc = scol_ambocc.g;
@@ -270,38 +270,50 @@ void main()
float da = max(dot(norm.xyz, vary_light.xyz), 0.0);
vec4 diffuse = texelFetch(diffuseRect, itc, i);
- vec4 spec = texelFetch(specularRect, itc, i);
+ vec3 col;
+ float bloom = 0.0;
+ if (diffuse.a < 0.9)
+ {
+ vec4 spec = texelFetch(specularRect, itc, i);
- float amb = 0;
+ float amb = 0;
- float scol = max(scol_ambocc.r, diffuse.a);
- amb += ambocc;
+ float scol = max(scol_ambocc.r, diffuse.a);
+ amb += ambocc;
- calcAtmospherics(pos.xyz, ambocc);
+ calcAtmospherics(pos.xyz, ambocc);
+
+ col = atmosAmbient(vec3(0));
+ col += atmosAffectDirectionalLight(max(min(da, scol), diffuse.a));
- vec3 col = atmosAmbient(vec3(0));
- col += atmosAffectDirectionalLight(max(min(da, scol), diffuse.a));
+ col *= diffuse.rgb;
- col *= diffuse.rgb;
+ if (spec.a > 0.0) // specular reflection
+ {
+ // the old infinite-sky shiny reflection
+ //
+ vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
+ float sa = dot(refnormpersp, vary_light.xyz);
+ vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).a;
+
+ // add the two types of shiny together
+ vec3 spec_contrib = dumbshiny * spec.rgb;
+ bloom = dot(spec_contrib, spec_contrib);
+ col += spec_contrib;
+ }
- if (spec.a > 0.0) // specular reflection
+ col = atmosLighting(col);
+ col = scaleSoftClip(col);
+
+ col = mix(col, diffuse.rgb, diffuse.a);
+ }
+ else
{
- // the old infinite-sky shiny reflection
- //
- vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
- float sa = dot(refnormpersp, vary_light.xyz);
- vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).a;
-
- // add the two types of shiny together
- col += dumbshiny * spec.rgb;
+ col = diffuse.rgb;
}
-
- col = atmosLighting(col);
- col = scaleSoftClip(col);
- fcol += col;
+ fcol += vec4(col, bloom);
}
- gl_FragColor.rgb = fcol/samples;
- gl_FragColor.a = 0.0;
+ gl_FragColor = fcol/samples;
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
index d38d33cc21..1ae10a5faa 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
@@ -268,91 +268,50 @@ void main()
float da = max(dot(norm.xyz, vary_light.xyz), 0.0);
vec4 diffuse = texture2DRect(diffuseRect, tc);
- vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
+ vec3 col;
+ float bloom = 0.0;
+
+ if (diffuse.a < 0.9)
+ {
+ vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
- da = texture2D(lightFunc, vec2(da, 0.0)).a;
+ da = texture2D(lightFunc, vec2(da, 0.0)).a;
- vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg;
- float scol = max(scol_ambocc.r, diffuse.a);
- float ambocc = scol_ambocc.g;
+ vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg;
+ float scol = max(scol_ambocc.r, diffuse.a);
+ float ambocc = scol_ambocc.g;
- calcAtmospherics(pos.xyz, ambocc);
+ calcAtmospherics(pos.xyz, ambocc);
- vec3 col = atmosAmbient(vec3(0));
- col += atmosAffectDirectionalLight(max(min(da, scol), diffuse.a));
+ col = atmosAmbient(vec3(0));
+ col += atmosAffectDirectionalLight(max(min(da, scol), diffuse.a));
- col *= diffuse.rgb;
+ col *= diffuse.rgb;
- if (spec.a > 0.0) // specular reflection
+ if (spec.a > 0.0) // specular reflection
+ {
+ // the old infinite-sky shiny reflection
+ //
+ vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
+ float sa = dot(refnormpersp, vary_light.xyz);
+ vec3 dumbshiny = vary_SunlitColor*scol*texture2D(lightFunc, vec2(sa, spec.a)).a;
+
+ // add the two types of shiny together
+ vec3 spec_contrib = dumbshiny * spec.rgb;
+ bloom = dot(spec_contrib, spec_contrib);
+ col += spec_contrib;
+ }
+
+ col = atmosLighting(col);
+ col = scaleSoftClip(col);
+
+ col = mix(col, diffuse.rgb, diffuse.a);
+ }
+ else
{
- // the old infinite-sky shiny reflection
- //
- vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
- float sa = dot(refnormpersp, vary_light.xyz);
- vec3 dumbshiny = vary_SunlitColor*scol*texture2D(lightFunc, vec2(sa, spec.a)).a;
-
- /*
- // screen-space cheap fakey reflection map
- //
- vec3 refnorm = normalize(reflect(vec3(0,0,-1), norm.xyz));
- depth -= 0.5; // unbias depth
- // first figure out where we'll make our 2D guess from
- vec2 ref2d = (0.25 * screen_res.y) * (refnorm.xy) * abs(refnorm.z) / depth;
- // Offset the guess source a little according to a trivial
- // checkerboard dither function and spec.a.
- // This is meant to be similar to sampling a blurred version
- // of the diffuse map. LOD would be better in that regard.
- // The goal of the blur is to soften reflections in surfaces
- // with low shinyness, and also to disguise our lameness.
- float checkerboard = floor(mod(tc.x+tc.y, 2.0)); // 0.0, 1.0
- float checkoffset = (3.0 + (7.0*(1.0-spec.a)))*(checkerboard-0.5);
-
- ref2d += vec2(checkoffset, checkoffset);
- ref2d += tc.xy; // use as offset from destination
- // Get attributes from the 2D guess point.
- // We average two samples of diffuse (not of anything else) per
- // pixel to try to reduce aliasing some more.
- vec3 refcol = 0.5 * (texture2DRect(diffuseRect, ref2d + vec2(0.0, -checkoffset)).rgb +
- texture2DRect(diffuseRect, ref2d + vec2(-checkoffset, 0.0)).rgb);
- float refdepth = texture2DRect(depthMap, ref2d).a;
- vec3 refpos = getPosition_d(ref2d, refdepth).xyz;
- float refshad = texture2DRect(lightMap, ref2d).r;
- vec3 refn = texture2DRect(normalMap, ref2d).rgb;
- refn = vec3((refn.xy-0.5)*2.0,refn.z); // unpack norm
- refn = normalize(refn);
- // figure out how appropriate our guess actually was
- float refapprop = max(0.0, dot(-refnorm, normalize(pos - refpos)));
- // darken reflections from points which face away from the reflected ray - our guess was a back-face
- //refapprop *= step(dot(refnorm, refn), 0.0);
- refapprop = min(refapprop, max(0.0, -dot(refnorm, refn))); // more conservative variant
- // get appropriate light strength for guess-point.
- // reflect light direction to increase the illusion that
- // these are reflections.
- vec3 reflight = reflect(lightnorm.xyz, norm.xyz);
- float reflit = min(max(dot(refn, reflight.xyz), 0.0), refshad);
- // apply sun color to guess-point, dampen according to inappropriateness of guess
- float refmod = min(refapprop, reflit);
- vec3 refprod = vary_SunlitColor * refcol.rgb * refmod;
- vec3 ssshiny = (refprod * spec.a);
- ssshiny *= 0.3; // dampen it even more
- */
- vec3 ssshiny = vec3(0,0,0);
-
- // add the two types of shiny together
- col += (ssshiny + dumbshiny) * spec.rgb;
+ col = diffuse.rgb;
}
-
- col = atmosLighting(col);
- col = scaleSoftClip(col);
gl_FragColor.rgb = col;
-
- //gl_FragColor.rgb = gi_col.rgb;
- gl_FragColor.a = 0.0;
-
- //gl_FragColor.rg = scol_ambocc.rg;
- //gl_FragColor.rgb = texture2DRect(lightMap, vary_fragcoord.xy).rgb;
- //gl_FragColor.rgb = norm.rgb*0.5+0.5;
- //gl_FragColor.rgb = vec3(ambocc);
- //gl_FragColor.rgb = vec3(scol);
+ gl_FragColor.a = bloom;
}